would you ever consider making a colonel autumn companion mod just for new vegas? I cant run TTW on my computer but i would still love to drag that southern depressed man around the mojave :3
Hi I would love to do that, the only thing is, I tried to look for a solution, but I have no idea how to transfer the NPC's face appearance over to another NPC in a different mod file. The outfit yes but the NPC's face no.
Copying the face in GECK and pasting it in the separate esp file results in an error and a crash.
I also do not have the time to go through each individual face part and match the values so that's already out of the question. LOL.
If you have a suggestion possibly, then I'm all ears.
I love that you're adding these companions, so far I've tried out Sarah, Syndey, and this one, and they all work great. This is a nitpick, but is there any way the CCC icons could fit more in the style of the ones from the og mod? The ones included with these mods don't really mesh well. Fantastic work, again.
Great addition to my Enclave playthrough. Does the version where he'll be there regardless of whether you spare him still only be hireable once the Project Purity questline is over for Fallout 3, or will he just be immediately spawned in? I'm asking because for some characters, like that Enclave one, I just play pretending the main quest of Fallout 3 doesn't exist. Thanks for the work!
If you want him to spawn immediately, you will need to remove the xfollowerspawnscript and quest and remove the getquestcompleted condition in the folower quest in the GECK.
Awesome! Can't wait to adopt him as a surrogate father figure / stray dog for my lw after blowing up his house, life, and dreams. Where can he be found after project purity if he's spared?
Hello, I realize it might be in poor taste to ask what I'm about ask. But seeing as your seem to be on a roll creating these TTW companions, might I ask If you've ever seen this one: https://www.nexusmods.com/newvegas/mods/63468
This is originally an Fo3 mod, but somebody ported it to TTW. I remember liking it quite a bit in Fo3 with the character herself being a riot! The thing is it wasn't a very stable mod to begin with, the original had problems like random bugs and my greatest gripe was the broken home relocation feature, making her hilariously return to the cage she was rescued from when dismissed, and the port was slightly worse in that regard as I remember.
This would make a great candidate for a remake or at the very least a patch to make it actually work properly.
As far as I remember the only apparent quest there is basically a unmarked quest to get her to relocate to your desired location, it is done in an immersive way but sadly as I mentioned, it is borked. I've never seen it work. Only when I directly edited her esp could I change her home location.
Okay. I am curious myself about the mod, so, I'll look at it but I can't make any promises. Also, I see there are a few options here for additional features like setting the companion to essential and home and stuff. I typically use JIP Companions Command for this and it works well. So, if I do make the mod, I'll probably remove some of those lines to fit with my follower template. But I'll see what can be salvaged.
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Copying the face in GECK and pasting it in the separate esp file results in an error and a crash.
I also do not have the time to go through each individual face part and match the values so that's already out of the question. LOL.
If you have a suggestion possibly, then I'm all ears.
If you want him to spawn immediately, you will need to remove the xfollowerspawnscript and quest and remove the getquestcompleted condition in the folower quest in the GECK.
- DovakinParaense
https://www.nexusmods.com/newvegas/mods/63468
This is originally an Fo3 mod, but somebody ported it to TTW.
I remember liking it quite a bit in Fo3 with the character herself being a riot!
The thing is it wasn't a very stable mod to begin with, the original had problems like random bugs and my greatest gripe was the broken home relocation feature, making her hilariously return to the cage she was rescued from when dismissed, and the port was slightly worse in that regard as I remember.
This would make a great candidate for a remake or at the very least a patch to make it actually work properly.
Only when I directly edited her esp could I change her home location.
Also, I see there are a few options here for additional features like setting the companion to essential and home and stuff. I typically use JIP Companions Command for this and it works well. So, if I do make the mod, I'll probably remove some of those lines to fit with my follower template. But I'll see what can be salvaged.
I recomend you use JIP companions and change their home to that location using the mod. Refer to the requirements for the link.